Being a tech bro is, in part: - treating tech as the solution to every problem (especially where honest to god philanthropy/ altruism would work instead) - assuming/ asserting a meritocracy where evidence points elsewhere

In absence of these, loving and working in tech doesn't make you a tech bro

You're especially not a tech bro if you're working to lower the barrier to entry or improve small, minority based tech communities.

There was a board game in the 1960s that was actually a mechanical computer, intended to be single human player. Despite only consisting of a few plastic levers that store less than one byte of RAM, the computer was smart enough that it could always win!

I'm still trying to make a roleplaying game every month about a weird D&D monster. I missed making a game for June, but my game for July is about anthropomorphic dinosaur people building a new life in an unfamiliar world.

I just spent a sodding hour and a half on the phone with Verizon, and I'd bitch about it but there's little point since everyone already knows that they're shit. The USA desperately needs regulators who aren't afraid to take a chainsaw to enormous corporations like this, cut them into chunks and force competition to happen.

I'm writing a game about anthropomorphized dinosaur people, so I want to include this detail about circular breathing. But I don't have any obvious place in the game to insert irrelevant details like that. So I post it here instead.

When birds (and crocodiles and probably dinosaurs) breathe, they don't inflate and deflate their lungs like mammals do. They have non-inflating lungs, a series of airsacs and a system of tubes that allows air to flow unidirectionally through the lungs. Airsacs push air into the lung from one side, then the air is sucked out to a different air sac on the other side, rather than leaving through the same hole it came in from.

This means that birds should be really good at playing the didgeridoo.

This was supposed to be a little 2-3 page game. Right now it's like 11 pages before layout.

So I'm asking myself whether to ruthlessly cut out text and get it down to maybe 5 pages (but leave out information that might be vital to understanding the game)? Or do I let the text keep expanding as needed to make the game as clear as possible? (In that case, I probably need some examples, which will expand the text even further).